Game Details

Developer: NintendoPublisher: NintendoPlatform: Wii UESRB Rating: ERelease Date: November 18, 2012Price: $59.99 (or included with "Deluxe" system)Links:Official website | Amazon
Any game that comes packaged with the Wii U (well, some of the Wii U models... the $300 Basic set is Nintendo Land-less) is going to struggle to replicate the success of Wii Sports. That title probably single-handedly sold tens of millions of original Wii systems, because it was a perfect fit for Nintendo's new motion-sensitive Wii Remote, introducing the new control concept using simple, sports-based games. Wii Sports was the game you could bring out at a party, confident that even your non-gamer friends would be able to grasp the basic concepts after five seconds of explanation and actually have fun.

Nintendo Land has a much more difficult job: showing new Wii U owners how to use the touchscreen GamePad in unique and interesting ways. The developers have put together 12 wide-ranging minigames that show off everything about the GamePad: its tilt and touchscreen features, its stick and button controls, its ability to display information hidden from others players.

It’s difficult to discuss such varied minigames in aggregate, so I've broken this review down into smaller capsule reviews of each one, arranged here in rough descending order of how appealing I found them. Scroll down to the end for a more general wrap-up and recommendation for the game as a whole.

Metroid Blast

If this was a demo for a full-scale, third-person Metroid game on the Wii U, I would be putting down my pre-order money right about now. This minigame is actually more like two games in one. The first uses the GamePad to let you fly around in Samus' iconic ship. You use the left analog stick to strafe parallel to the ground, and the right stick controls height and lets you turn left and right.

In an interesting, Wii U-specific twist, you can tilt the GamePad in the space around you to turn and aim. The touchscreen viewpoint and targeting reticle move instantaneously and precisely as you shift the GamePad, making pinpoint accuracy possible. After a while, you don't even realize you're making these small movements—you just kind of move the GamePad where you want to go (with an assist from the right stick for larger movements).

You can also run around blasting on foot with a Wii Remote and Nunchuk. The turning controls are a bit frustrating here: you have to hold down a button and point the Remote towards the edge of the screen to slowly rotate the viewpoint. I missed the ease of changing the view that GamePad movements provided.

The 20 short levels in the basic game provide some decent target practice with a few basic enemies, requiring some good cover and dodging strategies to survive. All of them can be played on the ground or in the air, cooperatively or alone. There are even a couple of thrilling competitive multiplayer options, though you'll probably end up fighting over who gets to control the ship. Even though this was by far the meatiest minigame on offer, I was still left wanting more. Nintendo, please make this into a real game, like now!

Balloon Trip Breeze

Here's another minigame that I could see being developed into a small, downloadable title. You control a boy with two balloons strapped to his back as he flies through automatically scrolling levels, collecting other balloons while avoiding mid-air spikes and occasional mobile enemies.

The key here is the touchscreen controls, which allow stylus swipes to generate wind gusts that blow the protagonist in any direction. The result is surprisingly precise: huge gusts provide quick bursts of speed and tiny flicks produce precise maneuvers. Before long I was weaving through tight patterns of spikes at blazing speeds and stopping on a dime when necessary. In a nice touch, the touchscreen itself offers a zoomed-in view of your immediate surroundings, letting you look down and tap to destroy or knock away nearby enemies before you hit them.

My only quibble is that the minigame doesn't do enough with the excellent controls. I'd love a two-player, Joust-style competition with these controls, or a cooperative mode that was just an endless series of randomly generated challenges. As it stands, Balloon Trip highlights the Wii U's potential for purely touch controls.

Luigi's Ghost Mansion

This is by far the best demonstration of what Nintendo is calling asymmetrical multiplayer. From an overhead view, up to four players with Wii Remotes wander around a dark castle, using flashlights with limited power to try to find an invisible ghost. That ghost is controlled by the player with the GamePad, who can see his own position and everyone else's on the touchscreen.

The Remote players' only warning that the ghost is coming is an increasing rumble in their controller, which leads to a lot of freaked out fumbling with the flashlight and cries for help as the ghost gets close. After a bit of practice, I found both sides were pretty evenly matched, with tight coordination between the Remote players being the key to catching the GamePad-controlled ghost. This is probably the most accessible party game for inexperienced gamers in the entire bunch, and the one that’s likely to get the most play at casual gatherings.

The Legend of Zelda: Battle Quest

Like Metroid Blast, this minigame uses the GamePad as a sort of portal into another world. Moving the GamePad around through the air changes both your viewpoint and the aim for your bow and arrow as Link automatically marches forward. Fortunately, you can also turn with the analog stick, which prevents you from having to turn around completely on the couch as the Zelda-themed levels twist around. Arrows are fired by flicking back and releasing the right analog stick, and your targeting reticle gets more precise the longer you pull the arrow back, creating a careful balancing act between speed and accuracy.

There are only a few different types of enemies, but the ones that exist show some good variety. Some protect themselves with shields or fire flaming arrows from afar. Others fly in and attack from above. The levels themselves show a bit of variety as well, mixing things up with twisting stairways, intentional fog, darkness, and hidden items to target. By the end, you’ll be flinging arrows wildly just to stave off the throngs of enemies.

There’s a multiplayer mode too, but the players without the GamePad just alternate between flailing with their Remotes to swing swords and throwing up a shield to block telegraphed attacks. The extra hands can be helpful, but the sword wielders tend to get in the way of aiming with the bow and arrow. I actually preferred playing this one solo with the GamePad.

Animal Crossing: Sweet Day

Up to four players with Wii Remotes run around an Animal Crossing-themed land, trying to pick up enough candy before being captured by a pair of silverware-wielding cops controlled using the GamePad's analog sticks. It’s an odd scheme that requires you to split your attention in a certain way, but it's incredibly satisfying when you execute a pincer movement all by yourself.

Each bit of candy in the knapsack slows the Remote-wielding players down a bit, which means the only way to escape is often by temporarily and strategically throwing candy away. Small maps mean matches are quick and frenetic, with a lot more action than the similar Mario Chase. This one is best played in large groups, but the odd concept and coordination make it a bit tough for beginners.

Kyle Orland
Kyle is the Senior Gaming Editor at Ars Technica, specializing in video game hardware and software. He has journalism and computer science degrees from University of Maryland. He is based in the Washington, DC area. Emailkyle.orland@arstechnica.com//Twitter@KyleOrl

27 Reader Comments

It's interesting that these game reviews are being published before any review of the system as a whole can be published. Any insight or speculation as to why Nintendo's press embargo rules work this way?

It feels like the WiiU, on the whole, wont suceed in grabbing the casual / non gamer market that made the original Wii such a success. Obviously this is complete speculation, but the I feel as if the Wii was more of an entertainment box than a console, while the WiiU is more traditional.

It's interesting that these game reviews are being published before any review of the system as a whole can be published. Any insight or speculation as to why Nintendo's press embargo rules work this way?

Probably a couple things. 1) What is a game console besides the games you play on it? I guess how the controller feels when you hold it, but that's been covered ad nauseam by everyone. 2) While these games are final code (and in some cases already available for purchase in stores), the press either hasn't or hasn't until very recently received the final OS for the console, and Nintendo's told them not to talk about non-final code.

Luigi's Ghost Mansion sounds a whole lot like PacMan Versus for the Gamecube in concept. 3 Ghost players, 1 pacman. Ghosts played on the TV, could only see a circle around themselves. Pacman played on a gameboy, and was had a standard pacman experience, with much more interesting ghost AI.

When the last console generation came out, I was still in high school and didn't have any money. I was flipping out at every bit of news. Now it's 2012, Nintendo has the first next-gen console, and I could buy it. But I couldn't even give a damn. Life is harsh.

Nintendoland is a tough sell. AAA type console games and mechanics obviously are out of the question, yet as mentioned in the article, you've also got the perception of IOS titles to compete against. In reality they're forced to do tech demos showing off both things interacting, and it's just not compelling enough of an argument for this gamer yet. Like Smartglass, a neat concept, but I'm really waiting on some great implementation to get excited about it. (3D was the same way for me, but there's finally good content making it worthwhile. AC3 for example)

In the IGN review, It's been pointed out that many games scale very well with different numbers of players and even the play style can shift significantly. Also, as a party game, it's addictive and is just as fun as Wii Sports was initially with much more depth and reasons to come back. A bit like a party game for the more video game literate.

Seeing as Kyle here thinks there are maybe 3 games in here that could be made into full-fledged games and it's a pack-in for the popular Wii U bundle, there will be plenty of Nintendo-branded-crowd-around-the-TV fun to be had.

I also noticed a "70%" review from one critic on Metacritic that mentioned some of the games were "pure genius".

Seems like the fact that there are some dud mini-games dampens the fact that there's some real unique and solid gaming in it.

I was thinking shades of Gumshoe. Loved that game, but unless you stood w/the gun AGAINST the damn TV....

Loved Gumshoe. It's such a little known game, but it was the best light gun game for the NES by far. I actually saw it in the arcade first and when we brought it home, after awhile, I think one of my brother's friends stole it and I never played it again. True story. Anyway, glad to know someone else appreciated it.

Unless I missed something, I'm kind of surprised that the author didn't recognize the Balloon trip game as a remake of the original NES game Balloon Fight. That was my favorite NES game on Animal Crossing, and I feel that Balloon Fight was definitely a classic..

Is it possible yet to have all 4 of those types on controllers? Or have Nintendo kept that bad design decision?

They are on record as saying they want to support two tablet controllers, just not yet.

The system can't handle the extra processing power, currently they want to show their "best face".

Nintendo has set a new negative precedent in mainstream competitor gaming whereas a second player is a drain on the system to the point of not being useable. Not a thing to be proud about, especially in the end of 2012.

What are they doing with all the money they made on the Wii? Hoarding it in a Scrooge Mc Duck coin pile? Try making a functional system, the one they have is barely functional, especially in memory let alone the cell phone era tech.

Nintendo's HARDWARE is a an affront to gamers; it's all about the games right? Then Nintendo needs to stop making hardware and MAKE GAMES, satisfies all the fanbois. I'm all about gameplay that's why Nintendo needs to stop insulting people putting its wimpified gameplay demanded by wimpified hardware so it can maintain fee control. I want gameplay and that means I'm a true gamer, anyone else is a ridiculous fanboi.

No one can rebut my argument except saying I should be "more sensitive"; well screw that I'm throwing facts down your throat.

Is it possible yet to have all 4 of those types on controllers? Or have Nintendo kept that bad design decision?

They are on record as saying they want to support two tablet controllers, just not yet.

The system can't handle the extra processing power, currently they want to show their "best face".

Nintendo has set a new negative precedent in mainstream competitor gaming whereas a second player is a drain on the system to the point of not being useable. Not a thing to be proud about, especially in the end of 2012.

What are they doing with all the money they made on the Wii? Hoarding it in a Scrooge Mc Duck coin pile? Try making a functional system, the one they have is barely functional, especially in memory let alone the cell phone era tech.

I though you said it was all about the games? Why is the HW being super bleeding edge or complex so important?

Quote:

Nintendo's HARDWARE is a an affront to gamers; it's all about the games right? Then Nintendo needs to stop making hardware and MAKE GAMES, satisfies all the fanbois. I'm all about gameplay that's why Nintendo needs to stop insulting people putting its wimpified gameplay demanded by wimpified hardware so it can maintain fee control. I want gameplay and that means I'm a true gamer, anyone else is a ridiculous fanboi.

At least tell us what a true gamer is so we can ridicule you for it.

Quote:

No one can rebut my argument except saying I should be "more sensitive"; well screw that I'm throwing facts down your throat.

It is all about the games. That's why I bought and played dozens of Wii games, and am looking forward to the Wii U, especially since with two screens and a stylus they can now port all the DS games to the eShop that could not be released for the Wii.

Nintendoland's Ghost Mansion alone is enough for me to buy a Wii U, on the assumption that Nintendo also releases a Mario Kart, a Smash Bros, two Zeldas, two Kirby's, two Metroids, Mario Party, and some random Mario sports games. That's 10 games over the Wii U lifetime, ignoring any possible Lego games, Sonic games, Kingdom Hearts, Final Fantasy, Metal Gear, and other games, which would push it up to 20 or so games over the Wii U lifetime.

I would imagine that the DS is where they've been building developer talent, community and interest for this kind of thing. There are now a plethora of folks who know how to write games like these for the DS and I think it's only a matter of time until we start to see DS quality or better from WiiU games. Metroid Prime Hunters, Mario Kart, and other full featured, deep games.

Is it possible yet to have all 4 of those types on controllers? Or have Nintendo kept that bad design decision?

They are on record as saying they want to support two tablet controllers, just not yet.

The system can't handle the extra processing power, currently they want to show their "best face".

Nintendo has set a new negative precedent in mainstream competitor gaming whereas a second player is a drain on the system to the point of not being useable. Not a thing to be proud about, especially in the end of 2012.

What are they doing with all the money they made on the Wii? Hoarding it in a Scrooge Mc Duck coin pile? Try making a functional system, the one they have is barely functional, especially in memory let alone the cell phone era tech.

Nintendo's HARDWARE is a an affront to gamers; it's all about the games right? Then Nintendo needs to stop making hardware and MAKE GAMES, satisfies all the fanbois. I'm all about gameplay that's why Nintendo needs to stop insulting people putting its wimpified gameplay demanded by wimpified hardware so it can maintain fee control. I want gameplay and that means I'm a true gamer, anyone else is a ridiculous fanboi.

No one can rebut my argument except saying I should be "more sensitive"; well screw that I'm throwing facts down your throat.

From what I understand, the issue with multiple tablets is the wireless bandwidth, not system power. The 2 tablet usage they plan to introduce later will result in the frame rate of the tablets to be restricted to 30 FPS each (frame rate on the main TV display should be unaffected), due to multiplexing. Theoretically they could support 3 or 4 tablets in this fashion as well, but you would end up with 20/15 FPS on each tablet. System power doesn't have that much to do with it (displaying images on the tablet isn't all that different from what regular consoles do for split screen play).

It's pretty easy to rebut your argument, as the definition of "true gamer" is highly subjective. Additionally, you are throwing mostly assertions rather than "facts".

When the last console generation came out, I was still in high school and didn't have any money. I was flipping out at every bit of news. Now it's 2012, Nintendo has the first next-gen console, and I could buy it. But I couldn't even give a damn. Life is harsh.